The pci ids used a mixture of uppercase and lowercase, even in the same
file. The inconsistency introduces unnecessary complexity in regular
expressions.
Diff made in vim with `%s/\v(CHIPSET\()([^,]+)/\1\L\2\E/`.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>`
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25257>
Don't map the buffer in vl_compositor_set_csc_matrix.
This avoids mapping the buffer twice with compute shaders.
Acked-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25258>
This reverts commit ef0d92459c and instead removes the y coordinate
divide by two in weave shaders. The scale ratio now works correctly
with interlaced input.
Also remove the YUV to YUV bob shader and reuse the progressive shader
for bob deinterlacing, same as in YUV to RGB case (video_buffer shader).
Acked-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25258>
Compared to fragment shader that was being used before, it supports
chroma location and fixes wrong color at right/bottom edge when scaling.
Acked-by: Leo Liu <leo.liu@amd.com>
Reviewed-by: Thong Thai <thong.thai@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25258>
On non-Windows OSes, align_realloc is the os_realloc_aligned() from
src/util/os_memory_aligned.h, which doesn't use realloc internally.
Instead, it uses os_malloc_aligned() and memcpy's over the old data,
which is why it needs an "old size" (unlike normal realloc).
In _mesa_reserve_parameter_storage, the call to align_realloc above
passes (oldValNum * sizeof(gl_constant_value)) as the old size, which
is all the actual data. The actual allocation size of the array may
be larger (in fact, we allocate 16 extra components), which is tracked
in SizeValues. After realloc, we memset to zero starting at the old
allocation size, to the new allocation size.
This would work if it were a real realloc. However, because we actually
malloc + memcpy and only copy the previous /data/, not the allocated
size, and then memset from the old /allocated size/, our new copy will
have the spaces between the old data and the old allocation size neither
copied nor memset, leaving them as uninitialized garbage memory.
These values then get written to the shader cache, meaning that if you
compile the same shader multiple times, you may get different shader
cache entries. This is bad for reproducible, deterministic compiles.
While at it, we also memset to zero in _mesa_add_parameter, as this
looks like another place where memset-to-zero is missing.
To reproduce this error, one can run shader-db:
$ MESA_SHADER_CACHE_DIR=a ./run -b shaders/godot3.4/49-28.shader_test
$ MESA_SHADER_CACHE_DIR=b ./run -b shaders/godot3.4/49-28.shader_test
and see an occasional difference in the end of the ParameterValues
array, where there's a padding gap between the last two elements that
was never zero-initialized.
Thanks to Mark Janes for discovering this and tracking it down together!
Cc: mesa-stable
Reviewed-by: Mark Janes <markjanes@swizzler.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25316>
Now that we don't need the lock, we can return directly. Also, now that
we don't have the old UAPI, we can clean things up and make the whole
function make a bit more sense. Also, drop some pointless braces while
we're just moving code around.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>
These existed entirely to support shadow memory for VkImage cases where
we needed tiling. Now that we have VM_BIND, these are no longer used so
we can drop the wrappers and just implement VkAllocate/FreeMemory again.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>
This existed to let us lock the memory_objects list and for handling
BO-based vk_sync waits. We don't have either of these things anymore so
there's no need for a device-level lock. We already have fine-grained
locks around the data structures that need them.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25357>
When creating a new node, we were clobbering the original size
requested, and use that as offset, so the node would always be full.
Fixes: 591db9a9a5 ("util: Remove per-buffer header in linear alloc for release mode")
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25382>
Otherwise previous non-mesh draws and can leave things dirty.
Fixes crashes in:
dEQP-VK.mesh_shader.ext.query.all_queries.triangles.reset_before.copy.no_wait.indirect_draw.32bit.no_availability.no_blocks.task_mesh.inside_rp.single_view.with_secondary
after other shaders have run.
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Cc: mesa-stable
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25385>
When a surface is to be created for a buffer that is to be persistently mapped,
set the UAV bind flag as well, otherwise, an extra copy of the surface will have
to be created when the buffer is later bound as shader storage buffer, and
it will then incur extra buffer copies to keep the shadow copies of the surface
in sync. But when a buffer is simultanously bound to uniform buffer and shader
storage buffer, having both srv and uav on the same resource can also be costly.
This patch also provides optimization for readonly shader buffer. In this case,
instead of creating uav for accessing a readonly shader buffer, srv
raw buffer is used instead.
Tested with yuzu tracefile included in VMware bug 3029385.
Reviewed-by: Martin Krastev <krastevm@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25381>
Since constant buffers can be accessed as raw buffers, indices to
the constant buffers will have to be declared as immediates.
But it is a waste to define immediates for every possible indices
to the constant buffer, we will only include immediates that are used in
the shader. But since immediate block is declared in a very early stage
of a shader, this patch will append any new immediates to the immediate
list and reemit the immediate block if needed.
Fixes assertion running yuzu
Reviewed-by: Maaz Mombasawalam <mombasawalam@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25381>
Restrict use of rawbuf for constant buffer access to GL43 capable
device only.
Fixes glretrace regressions running with SW Renderer.
Reviewed-by: Martin Krastev <krastevm@vmware.com>
Reviewed-by: Zack Rusin <zackr@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25381>
Currently when a buffer is mapped with the persistent bit set and is
later bound as a constant buffer, the updated buffer content is not
properly updated to the constant buffer surface as the constant buffer
surface is different from the original buffer surface. Doing
a buffer copy to sync the content of the constant buffer will fix
the problem, but the buffer copy can be costly.
To properly fix the issue, instead of creating a secondary surface
for the constant buffer, the original buffer surface will be accessed as
a raw buffer.
This fixes the rendering issue running yuzu deko_basic.nro
Reviewed-by: Martin Krastev <krastevm@vmware.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25381>
The new host version checks the support of these features better,
so report here accordingly. This fixes a number of texwrap piglit
tests on Intel.
v2: Stick to old test for PIPE_CAP_TEXTURE_MIRROR_CLAMP because
host has to be backward compatible.
Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25343>
They now match the order in vulkan_core.h which makes it easier to find
missing entries of which there was one. This also fixes a bug where we
were setting .bufferImageGranularity twice and we were overwriting the
correct value with an incorrect one.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25383>
For dynamic states that are precompiled from static state, just set the
corresponding dynamic draw state directly, and keep a record of which
ones are precompiled when we go to emit states at draw time so we don't
accidentally re-emit them.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25276>